After my years as a product reviewer (and compensated beta tester for various companies), I know that Tumult has several things in common with other developers of this kind, in that nothing slides and projects are handled based on a balance the priorities of consumer demand, feasibility, bang for buck (development cost vs rewards), staffing / scheduling, bug fixes and more (and not in this specific order). If money were no object, a developer could hire and train a ton of coders and blow their entire budget on staff.
Typically, for a company the size of Tumult, the biggest limitation when the rubber meets the road is marketing and sales. Back in the day before Internet dominated everything, a company could take out ads in MacUser, MacWorld and others, and know that the ads were being seen. These days, it is no longer that way. As for companies that do advertise in print, they have to pay exorbitant fees for ads that are viewed by a limited audience. Pay for click is a lot tougher, and not only because of the cost, but because the targeting must be so narrow (individual and corporate Mac users who are into motion graphics, video, and web) and because it is not easy for outfits such as Google to identify such a precise group (even if there were a Windows version). In addition, the (expensive) cash cow that was MacExpo is no more, so how do you put the product before the masses? Quite often it happens through partnering with companies that produce complementary products (such as the WYSIWYG web design apps), which also means offering a discount on the product.
So how does this relate to the topic under discussion? From my perspective, I am absolutely confident that the Tumult team is doing their very best to juggle all the above-mentioned concerns while working to increase the revenue that would make it possible to increase the level and range of feature development. And what can we, the users do about it? We can tell others about Hype and Tumult's other products in order to drive revenue which, in turn, would drive development.